In classic Daggerfall, dungeon "entrance" often cover a normal door, at least for "cemetary" dungeons. If a monster that can open doors spawns on the other side of the entrance, you may see a door opening off the entrance; This looks weird, but that's the extent of the bug because even if the door is open, monsters cannot cross the entrance, that behaves as a wall.
It is not so in Daggerfall Unity: monsters can cross the entrance and attack your from behind when you just entered a cemetary dungeon.
(and yes I checked that the entrance works as a wall for the player, so you cannot explore the room hidden behind the entrance when it happens. Or maybe the entrance can only be crossed in one direction).

I've come across a dungeon where the exit inside the dungeon is at one of the crossovers between 2 blocks. Getting round to the back of the exit, I am able to see and pass through it - in one direction only, from the back of the exit to the front. I'll try it in classic when I have time. (Build #139, win 10 64 bit)

It turns out that Bethesda had a cunning plan for this one, and it seems to work. In classic, the exit is on one side of the seal between the two blocks, so you can step instantly between blocks or click on the exit at will. DFU has the polygon fixed across the mid-point of the seal.

I don't know if Bethesda's trick would be considered as a possible solution to graveyards. It wouldn't help with doors possibly getting in the way of the exit.

In any case, this is a minor dungeon design issue for DFU to deal with.

Mmmh I thought it was partially fixed (monsters could still open the "door" from behind but not cross it anymore), but I just got attacked twice...
Either I've been lucky for a while, or there has been some regression...

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